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- on mouseDown me
- set the cursor of sprite the spriteNum of me to [member "Closed Hand", member "Closed Hand Mask"]
- repeat while the stillDown
- if (the mouseH > (the left of sprite 4 + 50)) and (the mouseH < (the stageRight - 3)) then
- set the locH of sprite 7 to the mouseH
- set w1 to the width of sprite 3
- spriteBox(3, the locH of sprite 7 - w1, the top of sprite 3, the locH of sprite 7, the bottom of sprite 3)
- spriteBox(4, the left of sprite 4, the top of sprite 4, the locH of sprite 7, the bottom of sprite 4)
- set theta to float(field "Ang1")
- set x0 to the right of sprite 4 - the left of sprite 4
- set y0 to integer(x0 * float(tan(float(theta * PI / 180.0))))
- set the locH of sprite 8 to the locH of sprite 7
- set the locV of sprite 8 to the locV of sprite 7 - y0
- spriteBox(5, the left of sprite 5, the locV of sprite 8, the locH of sprite 8, the bottom of sprite 5)
- spriteBox(6, the locH of sprite 8 - 3, the locV of sprite 8, the locH of sprite 8, the bottom of sprite 6)
- set r0 to sqrt((x0 * x0) + (y0 * y0))
- put r0 into field "R1"
- put x0 into field "X1"
- put y0 into field "Y1"
- set the floatPrecision to 5
- set the locH of sprite 15 to the locH of sprite 8 + 10
- set the locV of sprite 15 to the locV of sprite 8 - 3
- set the locH of sprite 13 to the left of sprite 4 + (x0 / 2) - 30
- set the locV of sprite 13 to the top of sprite 4 - (y0 / 2) - 30
- set the locH of sprite 14 to the locH of sprite 7 + 12
- updateStage()
- end if
- end repeat
- set the cursor of sprite the spriteNum of me to [member "Hand", member "Hand Mask"]
- end
-
- on beginSprite me
- set the cursor of sprite the spriteNum of me to [member "Hand", member "Hand Mask"]
- end
-
- on endSprite me
- set the cursor of sprite the spriteNum of me to 0
- end
-